mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-02-03 10:35:42 +00:00
Update sniperrifle
This commit is contained in:
parent
f4e71b6143
commit
1172b2aade
@ -34,7 +34,36 @@ enum sniper_e {
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SNIPER_HOLSTER,
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SNIPER_HOLSTER,
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};
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};
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LINK_ENTITY_TO_CLASS(weapon_sniperrifle, CSniperrifle);
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LINK_ENTITY_TO_CLASS( weapon_sniperrifle, CSniperrifle )
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void CSniperrifle::Spawn( )
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{
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Precache( );
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m_iId = WEAPON_SNIPERRIFLE;
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SET_MODEL(ENT(pev), "models/w_m40a1.mdl");
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m_iDefaultAmmo = SNIPERRIFLE_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CSniperrifle::Precache( void )
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{
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PRECACHE_MODEL("models/v_m40a1.mdl");
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PRECACHE_MODEL("models/w_m40a1.mdl");
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PRECACHE_MODEL("models/p_m40a1.mdl");
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PRECACHE_SOUND ("weapons/sniper_bolt1.wav");
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PRECACHE_SOUND ("weapons/sniper_bolt2.wav");
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PRECACHE_SOUND ("weapons/sniper_fire.wav");
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PRECACHE_SOUND ("weapons/sniper_reload_first_seq.wav");
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PRECACHE_SOUND ("weapons/sniper_reload_second_seq.wav");
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PRECACHE_SOUND ("weapons/sniper_reload3.wav");
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PRECACHE_SOUND ("weapons/sniper_zoom.wav");
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m_usSniper = PRECACHE_EVENT( 1, "events/sniper.sc" );
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}
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int CSniperrifle::GetItemInfo(ItemInfo *p)
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int CSniperrifle::GetItemInfo(ItemInfo *p)
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{
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{
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@ -43,279 +72,178 @@ int CSniperrifle::GetItemInfo(ItemInfo *p)
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p->iMaxAmmo1 = _762_MAX_CARRY;
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p->iMaxAmmo1 = _762_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = SNIPERRIFLE_MAX_CLIP;
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p->iMaxClip = 5;
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p->iFlags = 0;
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p->iSlot = 5;
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p->iSlot = 5;
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p->iPosition = 2;
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p->iPosition = 2;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_SNIPERRIFLE;
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p->iId = m_iId = WEAPON_SNIPERRIFLE;
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p->iWeight = SNIPERRIFLE_WEIGHT;
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p->iWeight = 10;
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return 1;
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return 1;
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}
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}
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int CSniperrifle::AddToPlayer(CBasePlayer *pPlayer)
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BOOL CSniperrifle::Deploy( )
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{
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return DefaultDeploy( "models/v_m40a1.mdl", "models/p_m40a1.mdl", SNIPER_DRAW, "bow", 0 );
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}
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int CSniperrifle::AddToPlayer( CBasePlayer *pPlayer )
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{
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{
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if (CBasePlayerWeapon::AddToPlayer(pPlayer))
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if (CBasePlayerWeapon::AddToPlayer(pPlayer))
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{
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{
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MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
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MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
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WRITE_BYTE(m_iId);
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WRITE_BYTE(m_iId);
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MESSAGE_END();
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MESSAGE_END();
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return TRUE;
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return TRUE;
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}
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}
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return FALSE;
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return FALSE;
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}
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}
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void CSniperrifle::Spawn()
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void CSniperrifle::Holster( int skiplocal )
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{
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Precache();
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m_iId = WEAPON_SNIPERRIFLE;
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SET_MODEL(ENT(pev), "models/w_m40a1.mdl");
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m_iDefaultAmmo = SNIPERRIFLE_DEFAULT_GIVE;
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m_fNeedAjustBolt = FALSE;
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m_iBoltState = BOLTSTATE_FINE;
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FallInit();// get ready to fall down.
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}
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void CSniperrifle::Precache(void)
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{
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PRECACHE_MODEL("models/v_m40a1.mdl");
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PRECACHE_MODEL("models/w_m40a1.mdl");
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PRECACHE_MODEL("models/p_m40a1.mdl");
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PRECACHE_MODEL("models/w_m40a1clip.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND("weapons/357_cock1.wav");
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PRECACHE_SOUND("weapons/sniper_bolt1.wav");
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PRECACHE_SOUND("weapons/sniper_bolt2.wav");
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PRECACHE_SOUND("weapons/sniper_fire.wav");
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PRECACHE_SOUND("weapons/sniper_fire_last_round.wav");
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PRECACHE_SOUND("weapons/sniper_miss.wav");
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PRECACHE_SOUND("weapons/sniper_reload_first_seq.wav");
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PRECACHE_SOUND("weapons/sniper_reload_second_seq.wav");
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PRECACHE_SOUND("weapons/sniper_reload3.wav");
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PRECACHE_SOUND("weapons/sniper_zoom.wav");
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m_usSniper = PRECACHE_EVENT(1, "events/sniper.sc");
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}
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BOOL CSniperrifle::Deploy()
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{
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if (m_fNeedAjustBolt)
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{
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m_iBoltState = BOLTSTATE_ADJUST;
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}
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return DefaultDeploy("models/v_m40a1.mdl", "models/p_m40a1.mdl", SNIPER_DRAW, "m40a1", UseDecrement());
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}
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void CSniperrifle::Holster(int skiplocal /* = 0 */)
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{
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{
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m_fInReload = FALSE;// cancel any reload in progress.
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m_fInReload = FALSE;// cancel any reload in progress.
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if (m_fInZoom)
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{
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SecondaryAttack();
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}
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if (m_fNeedAjustBolt)
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{
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m_iBoltState = BOLTSTATE_ADJUST;
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}
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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SendWeaponAnim( SNIPER_HOLSTER );
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SendWeaponAnim(SNIPER_HOLSTER);
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if ( m_fInZoom )
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{
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SecondaryAttack( );
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}
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}
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}
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void CSniperrifle::SecondaryAttack(void)
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void CSniperrifle::SecondaryAttack()
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{
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{
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if (m_pPlayer->pev->fov != 0)
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if ( m_pPlayer->pev->fov != 0 )
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{
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{
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
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m_fInZoom = FALSE;
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m_fInZoom = FALSE;
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
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}
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}
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else if (m_pPlayer->pev->fov != 18)
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else if ( m_pPlayer->pev->fov != 15 )
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{
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{
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 15;
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m_fInZoom = TRUE;
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m_fInZoom = TRUE;
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 18;
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}
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}
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// Play zoom sound.
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/sniper_zoom.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/sniper_zoom.wav", 1, ATTN_NORM);
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m_flNextSecondaryAttack = GetNextAttackDelay(0.5f);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
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}
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}
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void CSniperrifle::PrimaryAttack()
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void CSniperrifle::PrimaryAttack()
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{
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{
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// don't fire underwater
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if ( m_fInSpecialReload )
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if (m_pPlayer->pev->waterlevel == 3)
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = 0.15;
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return;
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return;
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}
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if (m_iClip <= 0)
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if (m_iClip <= 0)
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{
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{
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if (!m_fFireOnEmpty)
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if (m_fFireOnEmpty)
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Reload();
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else
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{
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{
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
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PlayEmptySound();
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m_flNextPrimaryAttack = 0.15;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
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}
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}
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return;
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return;
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}
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}
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
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// don't fire underwater
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
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if (m_pPlayer->pev->waterlevel == 3)
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{
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PlayEmptySound( );
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m_flNextPrimaryAttack = 0.15;
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return;
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}
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float flSpread = 0.001;
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m_iClip--;
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m_iClip--;
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
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Vector vecDir;
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, Vector(0, 0, 0), 8192, BULLET_PLAYER_762, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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int flags;
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int flags;
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#if defined( CLIENT_WEAPONS )
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#if defined( CLIENT_WEAPONS )
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flags = FEV_NOTHOST;
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flags = FEV_NOTHOST;
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#else
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#else
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flags = 0;
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flags = 0;
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#endif
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#endif
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m_fNeedAjustBolt = (m_iClip <= 0) ? 1 : 0;
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
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// If this was the last round in the clip, make sure to schedule
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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// bolt adjustment.
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Vector vecAiming;
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if (m_fNeedAjustBolt)
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vecAiming = gpGlobals->v_forward;
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m_iBoltState = BOLTSTATE_ADJUST;
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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, m_fNeedAjustBolt, 0, 0, 0);
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Vector vecDir;
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_762, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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m_flNextPrimaryAttack = 1.75;
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, ( m_iClip == 0 ) ? 1 : 0, 0, 0, 0 );
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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// HEV suit - indicate out of ammo condition
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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m_flNextPrimaryAttack = GetNextAttackDelay(1.8f);
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 68.0 / 38.0;
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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}
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}
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void CSniperrifle::Reload(void)
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void CSniperrifle::Reload( void )
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{
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{
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if (m_pPlayer->ammo_762 <= 0)
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SNIPERRIFLE_MAX_CLIP)
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return;
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return;
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if (m_pPlayer->pev->fov != 0)
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int iResult;
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if ( m_pPlayer->pev->fov != 0 )
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{
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{
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m_fInZoom = FALSE;
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SecondaryAttack();
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
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}
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}
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int bUseScope = FALSE;
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if (m_iClip == 0)
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#ifdef CLIENT_DLL
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{
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bUseScope = bIsMultiplayer();
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iResult = DefaultReload( 5, SNIPER_RELOAD1, 80.0 / 34 );
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#else
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m_fInSpecialReload = 1;
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bUseScope = g_pGameRules->IsMultiplayer();
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 2.25;
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#endif
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.25;
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}
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// Select the appropriate sequence for reload.
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else
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// One has bolt adjusted, the other does not.
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{
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int iReloadAnim = (m_iClip > 0)
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iResult = DefaultReload( SNIPERRIFLE_MAX_CLIP, SNIPER_RELOAD3, 2.25 );
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? SNIPER_RELOAD3 // Regular reload.
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}
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: SNIPER_RELOAD1; // No ammo in current clip.
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DefaultReload(SNIPERRIFLE_MAX_CLIP, iReloadAnim, 2.3);
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}
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}
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void CSniperrifle::WeaponIdle( void )
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void CSniperrifle::WeaponIdle(void)
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{
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{
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ResetEmptySound();
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ResetEmptySound( );
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m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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return;
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return;
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// Select the appropriate sequence for idle.
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if ( m_fInSpecialReload )
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// One has bolt adjusted, the other does not.
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int iIdleAnim = (m_iClip > 0)
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? SNIPER_SLOWIDLE // Clip has at least one bullet. (Bolt adjusted)
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: SNIPER_SLOWIDLE2; // Clip is empty. (Bolt unadjusted)
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SendWeaponAnim(iIdleAnim, UseDecrement());
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}
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void CSniperrifle::ItemPostFrame(void)
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{
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if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase()))
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{
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{
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if (m_fNeedAjustBolt)
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m_fInSpecialReload = 0;
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SendWeaponAnim( SNIPER_RELOAD2 );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 49.0 / 27.0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 27.0;
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}
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else
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{
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int iAnim;
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if (m_iClip <= 0)
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{
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{
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switch (m_iBoltState)
|
iAnim = SNIPER_SLOWIDLE2;
|
||||||
{
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 16.0;
|
||||||
case BOLTSTATE_ADJUST:
|
|
||||||
{
|
|
||||||
m_iBoltState = BOLTSTATE_ADJUSTING;
|
|
||||||
|
|
||||||
// Send the bolt 'adjustment' weapon anim.
|
|
||||||
SendWeaponAnim(SNIPER_RELOAD2);
|
|
||||||
|
|
||||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.8f;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case BOLTSTATE_ADJUSTING:
|
|
||||||
{
|
|
||||||
m_fNeedAjustBolt = FALSE;
|
|
||||||
m_iBoltState = BOLTSTATE_FINE;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
default: ALERT(at_aiconsole, "Warning: Unknown bolt state!\n"); break;
|
|
||||||
}
|
|
||||||
|
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// complete the reload.
|
iAnim = SNIPER_SLOWIDLE;
|
||||||
int j = Q_min(iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 67.5 / 16;
|
||||||
|
|
||||||
// Add them to the clip
|
|
||||||
m_iClip += j;
|
|
||||||
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
|
|
||||||
|
|
||||||
#ifndef CLIENT_DLL
|
|
||||||
m_pPlayer->TabulateAmmo();
|
|
||||||
#endif
|
|
||||||
m_fInReload = FALSE;
|
|
||||||
}
|
}
|
||||||
|
SendWeaponAnim( iAnim, 1 );
|
||||||
}
|
}
|
||||||
|
|
||||||
CBasePlayerWeapon::ItemPostFrame();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -342,6 +270,6 @@ class CSniperAmmo : public CBasePlayerAmmo
|
|||||||
return FALSE;
|
return FALSE;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
LINK_ENTITY_TO_CLASS(ammo_762, CSniperAmmo);
|
LINK_ENTITY_TO_CLASS(ammo_762, CSniperAmmo)
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
@ -1712,8 +1712,7 @@ IMPLEMENT_SAVERESTORE( CPipeWrench, CBasePlayerWeapon )
|
|||||||
|
|
||||||
TYPEDESCRIPTION CSniperrifle::m_SaveData[] =
|
TYPEDESCRIPTION CSniperrifle::m_SaveData[] =
|
||||||
{
|
{
|
||||||
DEFINE_FIELD( CSniperrifle, m_fNeedAjustBolt, FIELD_BOOLEAN ),
|
DEFINE_FIELD( CSniperrifle, m_fInSpecialReload, FIELD_INTEGER ),
|
||||||
DEFINE_FIELD( CSniperrifle, m_iBoltState, FIELD_INTEGER ),
|
|
||||||
};
|
};
|
||||||
IMPLEMENT_SAVERESTORE( CSniperrifle, CBasePlayerWeapon )
|
IMPLEMENT_SAVERESTORE( CSniperrifle, CBasePlayerWeapon )
|
||||||
|
|
||||||
|
@ -1395,9 +1395,8 @@ public:
|
|||||||
void Holster(int skiplocal = 0);
|
void Holster(int skiplocal = 0);
|
||||||
void Reload(void);
|
void Reload(void);
|
||||||
void WeaponIdle(void);
|
void WeaponIdle(void);
|
||||||
void ItemPostFrame(void);
|
|
||||||
|
|
||||||
BOOL ShouldWeaponIdle(void) { return TRUE; };
|
BOOL ShouldWeaponIdle(void) { return TRUE; }
|
||||||
|
|
||||||
BOOL m_fInZoom;// don't save this.
|
BOOL m_fInZoom;// don't save this.
|
||||||
|
|
||||||
@ -1410,11 +1409,6 @@ public:
|
|||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
BOOL m_fNeedAjustBolt;
|
|
||||||
int m_iBoltState;
|
|
||||||
|
|
||||||
enum SNIPER_BOLTSTATE { BOLTSTATE_FINE = 0, BOLTSTATE_ADJUST, BOLTSTATE_ADJUSTING, };
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
unsigned short m_usSniper;
|
unsigned short m_usSniper;
|
||||||
};
|
};
|
||||||
|
Loading…
x
Reference in New Issue
Block a user